I have created SKScene
inherited class.
Problem is that on contact of physics body method
- (void)didBeginContact:(SKPhysicsContact *)contact
is not invoked solution may be simple but as beginner with sprite kit i am stuck with this.
Below is the code
#import "MyScene.h"
@interface MyScene ()
@property BOOL contentCreated;
@end
@implementation MyScene
- (id)initWithSize:(CGSize)size {
self = [super initWithSize:size];
if (self) {
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
return self;
}
- (void)didMoveToView:(SKView *)view
{
if (!self.contentCreated) {
[self buildWorld];
self.physicsWorld.contactDelegate = self;
}
}
#pragma mark - World Building
- (void)buildWorld {
NSLog(@"Building the world");
SKSpriteNode * sprite1 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite1.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) +100);
SKSpriteNode * sprite2 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite2.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) - 100);
[self addChild:sprite1];
[self addChild:sprite2];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"contact");
}
@end
Thanks in advance.
From the SKPhysicsWorld
documentation:
A contact is created when two physics bodies overlap and one of the physics bodies has a
contactTestBitMask
property that overlaps with the other body’scategoryBitMask
property.
You have to assign the physics bodies a categoryBitMask
and a contactTestBitMask
. You want to first create your categories:
static const uint32_t sprite1Category = 0x1 << 0;
static const uint32_t sprite2Category = 0x1 << 1;
Next, assign the category and contact test bit masks:
sprite1.physicsBody.categoryBitMask = sprite1Category;
sprite1.physicsBody.contactTestBitMask = sprite2Category;
sprite2.physicsBody.categoryBitMask = sprite2Category;
sprite2.physicsBody.contactTestBitMask = sprite1Category;
Note from the SKPhysicsBody
documentation:
For best performance, only set bits in the contacts mask for interactions you are interested in.
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